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‘Bloodborne’ Review: Nightmare Creatures

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Leading up to its release, I had heard concerned mumblings from Dark Souls fans who were worried Bloodborne wouldn’t offer as much of a challenge that developer From Software’s other franchise had become famous for. It took me all of five minutes to confirm that those worries were unfounded, when the very first enemy, a werewolf, ravaged me next to an autopsy table. Twice.

Death is as present and necessary in Bloodborne as it is in the Souls series. It’s as much of a feature as the multiplayer is, and you’ll need to understand it, to learn your way around it, before you can master this game.

“Master” might not be the right word, since for most of us, such a feat isn’t possible. You’re getting familiar with it more than anything else. Think of death as just another adversary to conquer and you might not be as frustrated when it best you again, and again, and again.

The back of each copy of Bloodborne should have a label on it that reads something like Warning: this game will break you, because where the player’s goal is to learn enough from their mistakes to survive long enough to make progress, the game has the singular goal of breaking your will to accomplish that.

You can tell that developer From Software must glean a childlike joy from each new release. They introduced their unique brand of sadism in 2009 with Demon’s Souls, only to spend the next six years perfecting the formula with the Dark Souls series. Bloodborne is an evolution of that, another step forward for the company and one of gaming’s most challenging franchises.

I didn’t realize it until I sat down with this game, but there’s an element of nostalgia to these games that may be one of the driving forces for why I keep returning to them. Bloodborne is this generation’s Nightmare Creatures, and if you aren’t familiar with that fantastic and woefully short-lived horror series, I’d still recommend it today. The first game released nearly two decades ago, and it’s aged surprisingly well.

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The first handful of hours you’ll spend with Bloodborne will be the most important. It’s during this time that you’ll find out if you have what it takes to stick with it. Its introductory hours are decidedly spooky, complete with werewolves, tortured souls, scary sounds and the first of many tough lessons you can look forward to learning in the hours to come.

Dread is thick in Yharnam, a ghostly city that could’ve been carved out of any of H.P. Lovecraft’s eerie tales. I half-expected Cthulhu itself to rise from the water like an angry Kraken. It didn’t, but I’d argue there are at least a few gargantuan beasts scattered about the world that would give that Elder God a run for its money.

Combat works much like it did in the Souls games. Your character has a light attack, a strong attack — both can be charged for more devastating blows — a ranged attack, and an assortment of evasive moves. You can lock onto a specific foe for something to focus on, but I only recommend you do that during one-on-one fights. The enemy AI is refreshingly unpredictable, so ignoring or underestimating something can, and almost certainly will, prove fatal.

You probably won’t even notice the more restricted arsenal compared to From Software’s previous games, because the developer went to great lengths to keep such a thing from mattering. The weapons are more satisfying, and they’ve been built to reward those who employ a good offense, as opposed to the more defensive play favored in Souls.

I love that your arsenal is immediately made more personal because you choose it. So much of this game is familiar that I found myself latching on to this one big change. I expected to be able to improve and customize my character’s stats, abilities, gear and, to a certain extent, the weapons, but I did not expect for the relationship to get even deeper. It does, thanks to the introduction of runes and blood gems, which give you even greater control over your character. It’s an extremely welcome addition.

The combat runs at a noticeable quicker pace that, I’ll admit, took some getting used to. I don’t often go in guns blazing, so it took a few defeats for me to be able to confidently vanquish even the most basic enemies. More strategic players will likely enjoy the health gain mechanic that’s been introduced to offset the quickened combat.

Basically, you can regain some of your lost health with well-timed blows. Mastering this will be required if you want to survive encounters with more capable enemies, like any of the game’s numerous bosses. 40-ish hours in and I’m still working on it.

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Exploration is as important as ever, as there are countless rewards waiting for those who are willing to go out of their way to find hidden treasures. You’ll want to explore this world anyway, because it’s one of the most unforgettable game worlds I’ve ever had the pleasure of visiting.

The massive, inter-connected world that was first introduced in Dark Souls is back, and with it marks the return of the always fun mini game where you cautiously explore unfamiliar locales to see if your character is capable of surviving in them. I can’t tell you how many times I learned, usually through the expenditure of alarming quantities of blood, that I’m not quite ready to visit certain areas. It can be scary, but that’s part of the fun.

Loot is still very present, it just takes a while to fully reveal itself. When combined with all of the above, you get a combat system that puts a significantly greater emphasis on character builds than Souls ever did. Having a few different options is something you’ll want to consider trying out, especially if you find yourself being bested by the same baddie numerous times.

The innovative multiplayer this studio first gifted us with six years ago has made its way to Yharnam, too. Stuck on a particularly tough fight? Call on some allies to offer aid. Feeling mischievous? Embrace your devilish side by invading another player’s world to make their life more difficult. The former will come in handy when you’re ready to try a Chalice Dungeon — an assortment of dungeons with specific objectives and added difficulty modifiers that greatly add to this game’s replay factor.

As I’m sure you’ve gathered by now, Bloodborne is very much a Dark Souls game. Many of the ideas are here, they’re just presented in a Gothic horror package that’s darker, bloodier, scarier and so much better. From Software has learned a lot from their Souls series, and that knowledge has clearly led the direction they took with this.

The Final Word: Bloodborne is one of the most challenging games I’ve ever played. It’s also one of the most beautiful, unforgettable and rewarding gaming experiences since, well, Dark Souls II.

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YTSub

Gamer, writer, terrible dancer, longtime toast enthusiast. Legend has it Adam was born with a controller in one hand and the Kraken's left eye in the other. Legends are often wrong.

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‘Lockbox’ Review: An Underdeveloped Supernatural Mystery with Little Inside

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lockbox trailer, lockbox review

Let’s start with the good news. Lockbox looks far better than its misleading marketing materials suggest, a supernatural horror movie so darkly lit and color graded that you’ll have to squint your way through jump scares. It’s also anchored by reliable genre performers. That’s also about where the good news ends with this rote adaptation of Knifepoint Horror Podcast story “Winthrop.”

The empathetic Carla Gugino gives her all as Ellen, a saint of a woman with boundless patience who takes on life’s hard luck with a kind smile. After giving up her career as a fashion designer to become caretaker for a dying mother, she’s then forced to reinvent herself once more when her caretaker role ends. That catches us up to the events of Lockbox, where Ellen is asked to take in a cousin she hasn’t seen in quite some time who’s dealing with severe PTSD.

Just as Ellen finally establishes a real connection with Winthrop (Lou Taylor Pucci), it’s interrupted by the arrival of peculiar neighbor Vahna (Katharine Isabelle), who spells clear trouble. When Vahna shows up dead, it sets in motion a supernatural battle of possession.

Image Credit: Aura entertainment

Director Daniel Stamm (The Last Exorcism, Prey for the Devil) and screenwriter Justin Yoffe approach Lockbox in the broadest of brushstrokes, dooming it from the start with clunky storytelling and woefully underdeveloped themes of heady topics like PTSD. Winthrop is a character that comes loaded with emotional baggage and trauma that’s piled on throughout his tragic life, but much like its title, his interiority and history are treated like a tightly guarded secret meant to prolong the supernatural mystery.

The problem here, though, is that Lockbox is too sparse to sustain mystery at all, and it instead robs Winthrop of characterization. It winds up trapping the talented Pucci without anywhere to go, toggling between wounded animal and mentally disoriented. 

From there, Lockbox bounds through plot developments without any sense of stakes or purpose, peppered by a smattering of haphazard paint-by-numbers jump scares. The only unwavering constant is Ellen’s resolute faith, and Stamm seems to leave it entirely to Gugino to guide confused audiences through this inconsequential story right up until its supernatural climax.

Image Credit: Aura entertainment

To give more credit, Lockbox at least injects an unconventional exorcism here; just don’t expect much in the way of explanation. When the film finally reveals the meaning behind its title, it dangles a fascinating carrot it has zero interest in delivering. More than a severe lack of fleshing out its characters beyond plot drivers or devices, this faith-based flick also seems terrified to offer any worldbuilding whatsoever. 

Yoffe’s script stretches the short story beyond its means instead of fleshing it out, and Stamm fills out the gaps with cheap CGI scares and overwrought performances; Isabelle’s Vahna is beyond cartoonish in her villainy. It’s also pretty nonsensical, treating only Ellen’s faith with the utmost sincerity and largely squandering its typically reliable talent. So much so that the final imagery, pure sunkissed saccharine sentimentality, leaves you with the feeling that this horror movie might be better suited as an entry in Chicken Soup for the Soul

Lockbox releases in select theaters on July 3, 2026.

2 skulls out of 5

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